The greatest stories ever played

Can video games combine strong narratives with actual play? Phil Hartup examines the contenders.

When Spec Ops: The Line appeared to a somewhat muted fanfare it didn’t look like much more than another Call of Duty wannabe in a third person view. At first it all feels like Gears of War reborn in a ruined Dubai, our hero dutifully shooting Islamic insurgents, presumably to stop them constructing some kind of Muslamic Ray Gun, shrugging off multiple gunshot wounds and exchanging cheerful banter with generic macho sidekicks. It is only once you get into the belly of the game that you start to realise that this is no ordinary story of good guys and bad rather that it is a subversive work of art not merely in terms of its content and narrative, but in how that narrative is delivered.

To summarise the plot of Spec Ops: The Line is not easy without spoiling it, and it really should not be spoiled, it should be experienced. Suffice it to say that it turns a run and gun action game into a painful descent into guilt and madness, at the same time examining the very nature of linear gaming. Spec Ops: The Line shatters the gaming trope that if you meekly kill everybody you are told to kill you can make everything right.

But here we come to the problem of Spec Ops: The Line, and it is one shared by almost every other game that has ever attempted to take a mature approach to storytelling: it is a game. When you choose to tell a traditionally structured story through a video game you need to make it, well, gamey. Games need something to do to stop them simply being a movie and this activity tends to be violent, which in turn can undermine the human elements. Max Payne 3 for example could have been a great story but for the body count. Heavy Rain tried to go in a different direction by turning elements of the story that were not violent into gameplay and this largely succeeded, but it hasn’t caught on. Too often a developer will reach for the small army of goons and have you shoot your way through them for no better reason than to delay the ending.

This problem is writ large in Spec Ops: The Line, where the very real emotional and psychological foundations of the tale are played out alongside cartoonish violence. There is a case to be made that Spec Ops: The Line is aware of that dichotomy and is toying with it, a satire of the Call of Duty military war-porn genre. But taking things to that level of analysis does little to mitigate the fact that while you are playing it and shooting your way through an entire US Army battalion, you get bored. You want the gunfire to stop and the story to start again. Challenge becomes chore and from a game design perspective this is a serious problem.

This flaw is inherent to linear gaming narratives. If the story is already set in stone then two symptoms develop in the game, firstly the actual act of playing the game becomes simply filler, busy work, to increase the run time of the game and secondly the story itself has to somehow acknowledge your actions during play in a credible sense. It is this last symptom that so cripples the story of Max Payne 3. Anything the plot has to say feels a bit like a footnote after you’ve cut a swathe through Sao Paulo like Godzilla on roller skates.

Thankfully not all games suffer this flaw. Skyrim benefits from the fact that not only does it have an open world; it also has an open story. There are linear quest chains in the game with pre-planned narratives but the degree of control in how you approach them is so complete that you can choose to not approach them at all. Don’t want to save the world? No biggie. Get married and build a little house in the mountains.

This ability to write your own story has been around almost as long as video games themselves. Elite for instance gave the player a spaceship, a laser, the ability to buy and sell goods and a populated galaxy to fly around in. It is also telling that The Sims has become one of the most popular game series in history by providing what basically amounts to a digital Lego set. Likewise, the phenomenon of Minecraft saw millions of eager gamers eschew a predetermined narrative for the simple joys of digging holes, building houses and getting chased around a procedurally generated world by exploding cacti. Every time you start a new game the story turns out differently.

If there is ever to be a truly great story in a video game perhaps this is where it will be born, in a dynamic sandbox environment, birthed out of the consequences and creativity of player actions rather than on the storyboard of a studio developer.

A screenshot from Spec Ops: The Line. Photograph: ryjek.net

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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The problems with ending encryption to fight terrorism

Forcing tech firms to create a "backdoor" to access messages would be a gift to cyber-hackers.

The UK has endured its worst terrorist atrocity since 7 July 2005 and the threat level has been raised to "critical" for the first time in a decade. Though election campaigning has been suspended, the debate over potential new powers has already begun.

Today's Sun reports that the Conservatives will seek to force technology companies to hand over encrypted messages to the police and security services. The new Technical Capability Notices were proposed by Amber Rudd following the Westminster terrorist attack and a month-long consultation closed last week. A Tory minister told the Sun: "We will do this as soon as we can after the election, as long as we get back in. The level of threat clearly proves there is no more time to waste now. The social media companies have been laughing in our faces for too long."

Put that way, the plan sounds reasonable (orders would be approved by the home secretary and a senior judge). But there are irrefutable problems. Encryption means tech firms such as WhatsApp and Apple can't simply "hand over" suspect messages - they can't access them at all. The technology is designed precisely so that conversations are genuinely private (unless a suspect's device is obtained or hacked into). Were companies to create an encryption "backdoor", as the government proposes, they would also create new opportunities for criminals and cyberhackers (as in the case of the recent NHS attack).

Ian Levy, the technical director of the National Cyber Security, told the New Statesman's Will Dunn earlier this year: "Nobody in this organisation or our parent organisation will ever ask for a 'back door' in a large-scale encryption system, because it's dumb."

But there is a more profound problem: once created, a technology cannot be uninvented. Should large tech firms end encryption, terrorists will merely turn to other, lesser-known platforms. The only means of barring UK citizens from using the service would be a Chinese-style "great firewall", cutting Britain off from the rest of the internet. In 2015, before entering the cabinet, Brexit Secretary David Davis warned of ending encryption: "Such a move would have had devastating consequences for all financial transactions and online commerce, not to mention the security of all personal data. Its consequences for the City do not bear thinking about."

Labour's manifesto pledged to "provide our security agencies with the resources and the powers they need to protect our country and keep us all safe." But added: "We will also ensure that such powers do not weaken our individual rights or civil liberties". The Liberal Democrats have vowed to "oppose Conservative attempts to undermine encryption."

But with a large Conservative majority inevitable, according to polls, ministers will be confident of winning parliamentary support for the plan. Only a rebellion led by Davis-esque liberals is likely to stop them.

George Eaton is political editor of the New Statesman.

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